FASTER CYCLES | Blender.Today LIVE #146

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hola community and paolo haskes with another episode of blender today live on not tuesday why because uh yesterday was a holiday in the netherlands and for once we decided to take it but i said i was gonna push this show from today to next week and i couldn't i couldn't help myself the developers have been working around the clock there is one big feature due which you may read about it on the title of this video but let's start with some other news for the time being okay so first here have you seen this by the way blender cloud a blog plus a blog plus a blog plus about uh hair and shaders and simon thomas this is again not an advertisement because it's nothing it's free actually it's on the cloud you can you can just re read about it without a subscription but you should check it out it's super super interesting that the guys are doing this kind of this kind of updates just like like sharing um about geometry notes or sharing about um about hair or about rigging about everything so you should check it out club.blender.org blog okay and now now now to the thing that it's what we're here for faster cycles do we start with cycles right away um if you have any questions that i can try to answer towards the end of the show go to blender.community and on the yeah on the today blender today community you're gonna find faster cycles by nicola dmt thank you nice nickname okay let's start uh with with let's start with cycles left bomb let's just bring it in bring it in let's talk about cycles why not cycles there is a bunch of updates that came a little bit out of nowhere to be honest at least for me i wasn't following the developments the recent developments besides the fact that the blender foundation is looking for oops lender.org it's looking for a rendering engineer so which i think there are already some candidates i don't know if maybe this will be removed already but the rendering engineer is to focus on cycles and in the meantime there is the creator of cycles that is also working on cycles also known as so he the other day he committed this look first of all look at the time look at the touches it's just sunday 23 51 so almost midnight this landed on blender master faster animation and re-rendering with persistent data so if you have used uh blender cycles in the past you know that for re-rendering like every time you every time you render with cycles um the textures will be like all the images image textures are gonna be loaded into the memory right and there is this option in the performance panel that allows you to have persistent images so in that case um every time you render the images are not going to be loaded again so if you have a gigabyte of images of image textures and every time you render they will not be reloaded every time they will be stored in memory well that now got extended to the rest of data so let's see faster animation look at the amount of love that this got so for cycles when uh because also this is not only cycles actually this the section is called cycles but let's start with the more um wider of more widely used of this new feature so for cycles when you enable the persistent data option the one i showed you here and that is called persistent data used to be persistent images the full render data will be preserved from frame to frame in animation renders and between real renders of the scene what does it mean the faster render basically because the loading of the geometry and all the data that it takes to render that scene as long as the objects are not moving around they're not deforming or like they're not changing it will be faster to re-run to to render it's just storing that data in your memory so yeah it has one cost it has one catch that it will take more memory if you use that but in exchange you get faster rendering that's i would i would try that any day previously this the the option was named persistent images and and had a more limited impact on render time and memory so um one note when using multiple view layers only data from a single view layer like the one you're rendering now it's going to be preserved to keep the memory usage somewhat under control remember in blender you can have multiple view layers and those view layers can have their own collections and objects and yeah if all of those layers will be stored it would maybe have too much um too much memory usage however objects shared between view layers are preserved so if you have a bunch of view layers with the same collections and the objects in this the collections are the same um this will work this can speed it up and this will speed up render as well even single frame render so every time you press f12 or if you send it to a farm or re-render an animation locally it's just gonna be faster by default isn't that great at the expense of a little memory but memory is cheap anyway and yeah it's just just amazing it's awesome for interiors yes if you're doing architecture or interiors or any like if you have a character one character alone that is deforming and changing a lot well that won't be very sped up because it's an object it's deforming but for all the other cases where you have an entire environment that doesn't change doesn't doesn't it's not animated doesn't deform that will be much much faster what about eevee and the workbench so for ev and the workbench this option is not available so you can't toggle on and off however these engines will now always reuse the dependency graph for animation and multiple view layers this can significantly significantly speed up rendering so um the vvh equivalent for uh for ev and the workbench is the depth graph so it's it's the dependency graph is where all the relations between the objects are stored and for example if you change a modifier if you set a modifier and that recalculates the depth graph that all that data can be stored in for animation for multiple new layers so not only cycles is faster but also eevee and the work bench is awesome this is super awesome so these engines do not support sharing the depth graph between rear enders due to technical issues regarding opengl context support for this could be added if those are solved see the code comments for details isn't that great news isn't that great news faster rate rendering with persistent data cycles is the one that gets the most optimizations most fruits but uh in general should be faster and again another that's not the only the only optimization this week for cycles look at this one light spread important sampling for rectangular area lights why do you care about this you care about this bit over here where it mentions that yeah it's using important sampling for rectangular area lights but this is the part that you want to read it massively reduces noise for shading points near the area light so less noise means faster rendering right less samples needed so it renders faster super super nice so yay light spread importance there is an a new setting actually related to um to slide spreading which it was actually implemented by the community by matteo valdo user mateo legna malenya implemented spread setting for area lines so if you look at the at the div at the the differential the actual patch which also got a lot of love super nice um we'll see that now there is a setting oh actually there was a discussion on dev talk where the discussion appeared in december and now the patch is in blender isn't that great oh nice so he was asking about it he suggested it in oh my so nice to read this so matteo suggested it on right click select and this is equivalent this is what it it it um it's supposed to simulate so on real life photography you add these kind of grids to a soft box to a light one of these big lights soft boxes so you can direct the the light basically so it doesn't spread all over so if you only have so if the light is coming from a plane uh and you put this grid the light will only go forward and not spread all over the place which which is what happens right now with early lights until you tweak this setting four four spread lights so isn't this awesome he made the post on right click select he made a a discussion on dev talk and then he went ahead and made a patch and the patch is now in blender for everyone so how do you control it well it's now a setting the panel is called beam shape apparently that i didn't they didn't check so what if i here have a cycles and this i guess it's also gonna change yeah the name of the panel changed also for um for spotlights so far the spotlight had a panel called spot shape but it was only used by the spot so now it's also used by the area lights and the setting is called spread basically and you give it how many degrees you want it to spread so the less degrees you have actually there is a picture here to compare so let's open it in the new tab so here spread 180 degrees so the default is just just all over the place then spread 120 degrees so much shorter 60 degrees and then 20 degrees so very focused you're gonna need more power for that might lead to uh noise as well but it shouldn't be an issue because there was another patch and another fix actually by um by right after this for importance uh sample lighting in important sampling for area lights uh right after this patch so super exciting so cool and then you have these pictures for the spread so cool thank you mateo you are awesome it's so cool to see the story of a commit you know right click select dev talk and then here and now everybody can use it in blender you know what else could update it in and actually add it to the cycles presets do you do you use presets i gotta be honest i don't use presets in uh cycles or in blender in general in blender sometimes but in cycles i never i always set up my own settings but um presets can be pretty handy the problem i have with presets in blender is is how they are implemented so if you choose the presets then you are not liking in a preset this is basically just a script that changes some settings um but yeah the whole preset system needs to be re-imagined but hey in light paths in the light paths panel now you're gonna find new presets there is a default preset which is basically the settings that you can find when you are when you just open blender for the first time the default there wasn't one before so if you change the settings before there was no way to go back now there is and that is light fast global illumination fast gi this one is new and we can actually just read it the comment here so the new ones are fast global illumination or ao amino occlusion bounces default presets that i mentioned fast approximate gi which i'm going to mention in a bit and the lower full global elimination samples having gone down to 32. so what does it mean it means the ao bounces have you ever tweaked this setting have you ever even seen this setting anywhere in blender you may have not because in 2.92 if i open blender 2.92 you may remember this feature if you use here if you use cycles in the simplify panel there were these settings al bounces so for the viewport and for the render so this basically um it makes it so after a number of bounces it the global illumination won't be calculated so it would be like after a number of bounces it doesn't really need to be that precise the global illumination you usually just want the first or the second bounce to have the color bleeding and all the interesting lighting but after a number of bounces you can you're you can just not have that and basically just use ambient occlusion with a little bit of tint from the background colors uh for the background of your of your world and that's what this feature does however it was put here in the simplify panel which means it meant that you had to have simplify on and that it wasn't very first you it was super hard to discover and second using this feature actually can help you in in production you know like uh for an actual production it's not a simplification only it's not a way to just make your render simpler it's actually a feature for production so and usually if you work with a render farm um for him for example at the studio we raise a warning or like a info letting you know that simplify is on and sometimes fours simplify off in some render farms so it's good that it's away from simplify now this setting if i grab the latest and greatest blender down here this setting is now available when using cycles in the sub panel called fast gi approximation under light pads same feature now in this uh in this panel so it's more um more discoverable you just turn it on and you choose how many bounces for the viewport or for rendering the ao distance so how far from the distance this used to be in the world settings i think now it's in the render settings with this panel so same feature actually it's been around for a while but now it's more discoverable discoverable so anybody here has been using that feature in the past what happened with the music there how's everybody in the chat big speed apps yeah and this is not even a speed app this is just this is just a feature that was there but it wasn't in the best place how many more features do you can you think about can you think of that are useful but hidden in the darkest corners of blender let me know it's always fun to to to see what people are struggling with or like why it takes so so much to find some features we're gonna mention a few more in these live streams so let's switch gears to the other section of the day i have geometry notes i have animation a bit of everything let's uh let's hold on for for the geometry notes a little bit mention a few random features so three i would say animation riggers triggers and animators there is now a setting to display the axis of a bone which you could do before but the axis was always at the bottom so it wasn't all at the tip now there is a setting for it so you don't even have to remember scott wilson proper squid added this feature made this patch so the display the bonds access at the head wrote by default instead of at the tail at the tip so yeah it was at the tip it was at the end of the bone the the axis um and apparently it seems like it was just placed there at random don't even mention that in the patch but now it's now it's an option by default is going to be at the root of the ball and you can you can control it with a setting actually here there is a picture so much love so nice and you can see here it's a toggle you toggle the axis and now you can control the position so on the root or at the tip let's see um sorry i was distracted banning some people from the chat how would you how coming to a chat and say subscribe in all caps to another channel uh how is that gonna how could you even think that the youtube spam filter will let you write all caps the name of subscribe and some people like they've been in the internet for a day or so next feature yeah maybe it's a bot yeah it's true maybe it's a bot nobody in the right mind will think like oh i will enter this live stream and start screaming subscribe to my channel and youtube is gonna let those actually no if we probably say some some words that start with s and n in x they let the some of those comments go i i hate it sometimes it's so annoying we hope we don't have that anymore now we get the buy blender yes we get the buy blender we had a some fake websites posting downloaded like like blender downloads but hosting they were hosting it and they were probably sharing some kind of virus with it or so but yeah now there's people now people are like subscribe to blender subscribe to nice you see this is what happens it's just it says show hide this is what happens yeah um so i should say i should show hide but if the person is doing it too much i just bang time to stop a little bit of the um sidetrack you know what spec hover shortcuts for modifiers for mesh modifiers so the mesh modifiers in 2.92 so in 2.98 well actually for a few releases now since the moment the ui change for the modifiers uh you could just if you have many for example you could actually no 292 didn't have it and the community was complaining and uh giving feedback on it i was just complaining about giving feedback about the change and so in 291 when the ui when the of the modifiers changed the shortcuts on how you how you access them for example if i want to apply this subdivision here i could just do alt ctrl a which is the same shortcut that works in the viewport however um it used to work on mouse over a panel then for 2.92 because we need the concept of an active modifier because um in geometry nodes remember we show the active modifier if you have one of chord and it's geometry notes it shows the active one so we needed this concept of having an active modifier um so the interaction the way you interact with it changed and people were giving feedback that wasn't super great so now it's back the interaction without actually having to click on the modifiers so if you have a bunch of modifiers you can just do ctrl a and it will um for example if i want to apply the subdivision but the array is active i can just go here and ctrl a and it's going to apply the one under the mouse i miss this so much i know it can be confusing though can be confusing for some people but those people usually don't even know that there exists these buttons so i think we are safe the shortcuts is mainly for like not hardcore but um more power users you can call them um press the shortcut with the mouse over the modifier that you want to apply the same for deleting if you want to delete uh for example when i delete the first one just mouse over x you wanna duplicate shift d over the one you wanna duplicate this is awesome confusing for new users is useful for existing well it's confusing for new users that know about it so so yeah so if you don't know about it and it's nowhere in the manual like i think and if you are a teacher or if you are making youtube videos tutorials uh don't don't don't explain in the future this feature right away can be confusing just let it let it for the for the other the second part of the tutorial the one where the like if you're making a donut for example those should be after the you finish with the donut those those shortcuts i think otherwise can be more confusing delete should be delete not x both work i think now i don't know um now let me so if i press elite yeah delete works and x also works both work why what's wrong with x i love x i miss the x button in in other softwares x is brilliant it's on their left hand so if you're right handed it's awesome um it's like ctrl c is right there x is beautiful it's not bad habit the delete key works yeah you can use the delete key but who wants to leave your hand your mouse when you or even point when you have your pen you don't want to leave your mouse your mouse should always stay your hand should always stay in the in the in the mouse that was a golden rule when i started using blender nearly 20 years ago 19 years ago um in the there was a pdf that i downloaded because i didn't have internet at home and it was just a bunch just just learning how to use blender make a i don't know it was super 50 pages i don't know it was crazy and they had a golden rule at the beginning that i will never forget is like they call the roon golden rule of blender is one hand in the keyboard one hand in the mouse always if you see someone using blender like this they're not really using blender they're badly using abusing no advice they're badly using blender and you should correct them under posture okay and last uh potpourri section um yeah um this is for add-on creators actually if you're making add-ons now there is a way to check if a node has multiple inputs multiple input sockets so for example the node wrangler we're gonna make is gonna make use of this and the setting is called is multi input and this gives me a great segue to the section i'm going to talk about is geometry notes performance faster boolean notes yay abs so nice when you have to share news about performance or things being just faster just for free you know just like you don't have to do anything she's faster now this is the case for improved speed of boolean node in this case someone did something hans did he made it 40 faster the boolean node in some cases where there are only two input meshes this isn't that great not only that is that also now the node let's see if you have a picture here no no picture so i'm gonna make a picture myself add a new node boolean and look look look at this boy yes one input here for the geometry and then it has a multi-input socket so now you can connect multiple of anything can i have you know so you can connect multiple guys here why is it removing it how because it's not connected to anything can't fail it can fail but multiple input sockets that is nice because you can also improve a in in performance because it doesn't have to recalculate everything at once i don't know if i'm doing something wrong i'm connecting a note and it's failing so i'm using alphas alpha versions yeah but the drop down forces you two clicks transform with no geometry and maybe that's it right maybe maybe just just doesn't like me because i'm doing transform without without connecting it so what if i connect to now still hey what's the point of having multiple selects if i cannot multiple select maybe i just uh i just broke it wow i wish you could see by the window no you cannot see by the window it's raining snowing sideways april 6 supposed to be spring on this side of the planet um and it's getting dark here so i'm gonna turn on my face not my face literally but lamp all right um that's it with the boolean node improvements ah there is another improvement also by hands we separate the primitive x and y size for each um for the for the grid primitive uh node so we don't have a picture here but i can just show you right here i have it you know we have primitive since a few releases in blender so if you go mesh primitive then you go to grid and now you have size x and y separate from the amount of vertices so it's uh you can make rectangles and shapes and stuff bam here primitive and then you have it weak weak and then split it and the wireframe is the wireframe working now it wasn't working a few days ago yes now it is working yay wireframe was broken a few days ago i think hans also fixed it so thank you hands so cool and then you get to see in the spreadsheet that's amazing believe in the future so yeah separate size x and y size for the primitive grid super nice another nice addition is the float input for point scale node now you can use floats on top of the existing attribute and vector so if i go at least let's just demo everything point scale you can choose now um attribute float or vector and there are more improvements in this area let me check let's see the other improvements the point translate and point scale so the same now the one that we were just looking at has it used to have attribute as default setting as in the in the drop down now has been changed so instead of using attribute which is if you're an advanced user for example the point scale and the point translate you they used to have attribute by default which um if you are doing more of an advanced setup maybe this is what you want to use but if you're learning the software the process and there are chances chances are that you probably gonna use vector so this makes it a bit more user-friendly because it's it's more clear right you know you know what this looks like right this vector you know what to expect in the future would be nice though if you would remember does it remember well the thing is you will probably gonna be duplicating if i add a new one yeah i know it goes back would be cool if i set it to attribute then the next one will use the previous uh the last time i said it would that be for other nodes would you prefer that like every setting you change well not everything like if i make it here 14 wide and then i add another grid would you rather have it with the same settings or from scratch from from now then you would just duplicate issue is like when you are inside of a group node or somewhere else in the in the tree and you add one from scratch yeah could be interesting next improvement it's oh yeah group input now you can have a bunch of them not only just one geometry nodes now supports multiple in-group input nodes previous was not only super it was only supported supported within nested node groups now it's also supported for the root node group that is referenced by the modifier super cool what else more renaming for the volume to mesh say volume to mesh yes for the volume to mesh modifier now the name grid was renamed to density which is more in line with the rest of the of the notes and how they were being used and this one it's actually this improvement is not only for geometry notes but for the spreadsheet now the numbers so for example let's uh i made a mess here okay so the float numbers are now aligned to the right so yes they are aligned to the right and the booleans are aligned to the center so if i have a monkey and i shade smooth face corner face here so the booleans so these little squares are now aligned to the center and the floats and integers are aligned to the right so when you move around the values here they are which is what a mess there they are um now properly aligned also remember the precision here is not very precise at the moment like if you use um if you want to be super precise this is rounded numbers so if you move a value for example this vertex the real values are going to show up here in the sidebar in the 3d viewport so a value of for example 1 3 4 8 in here is actually and ah i'm in the face and point here so this is one one two eight one is one two eight one two nine twenty five nine is actually rounded up to nine twenty six um it is an issue i guess it's for speed and well i just got worse i i'm talking about the i don't know if i can show you the other this webcam oh no i can't i'll probably make a mess if i but i just want to show you ah now you can't see anything well you can see a little bit of it going sideways i just just crazy sorry i get distracted but um super fun all right we're back the ah yes some flakes of smell yeah there is no but the thing is that it's it's raining sight is snowing sideways that's what it's fun um if you make that in 3d they're going to tell you you're doing it wrong it's like ah that's fake you know what is not fake the end of the news updates for today so let's switch quickly into the questions let's see snow particles particles yeah i kind of want to go outside now all right let's uh let's see what's new in the question oh and every time i see this website blender.community you know what we worked on this weekend with francesco you know it was a long weekend it was a three-day weekend well blender.community the website blender community it's uh the database that this database is now migrated to the new system and so we get to do to test things in the new system and it's so exciting because many of the issues are not there the ui looks a bit better so yeah let's see first question tonsfan hello pablo heart how are you i am doing great thank you and thank you for the emoji i added emoji support to this website and not a lot of people use it but i guess because it's not super friendly on the phone for the phone let's see so i wanted to ask if we can expect a better shadow catcher which also catches colored light emissions while helping through colored reflections yes you can expect it because it's been discussed it's been discussed a lot in the past there is even a thread a long thread on depth talk where it was pretty much agreed as far as i remember that it is needed that is definitely needed to improve the shadow catcher however there was no one working on it at the time however again with having a new engineer here with brecht working now um like full-time accepting patches and stuff and adding their own things i think the future of of a of cycles is pretty bright no pun intended okay next somebody in the chat is asking does blender has a discord uh no blender doesn't have an official discord but some people in the community have made one you can see it in blender.org community you can find a bunch of websites here in the lender.org community again these are all community websites that are not official actually blender chat is now kind of official so it's not only unofficial but blender stack exchange is also community based blenderarty blender nation they're all community websites right click select vendor today reddit and the reddit blender i don't even know who is managing the reddit blender but i know it's pretty active graphical blender discord here is one of them and if you speak spanish i have my own discord in spanish which i'm gonna shamelessly plug um it's a blender or discord which is uh super fun i'm not in the other blender discord i mean this one only but it's fun that is spanish though espanola and portuguese there is portuguese people joining next question by tons fans what's the texture notes editors real motive texture note editor um i think it was just like i think it's abundant that's a thing it's a band nobody's working on it like for years nobody worked on it the thing is it's just like its own thing out there in the back in a corner of blender and it's really not bothering anyone i think besides making the editors list longer um the bugs reported backs i think they have been fixed but nobody is really working on it however the fact that it's still there it says a lot you know it it's it might not be super advanced it might not be even advanced but it's there and the fact that it's still there and it wasn't wiped in the big wipe of 2.8 together with the game engine and blender internal means that there there are people want to work on it and improve it so i'm hopeful and it's the future come on textures texture painting and texture editing is the next big thing the blender needs more than physics i would say more than anything however yes when i say this kind of more than this area more than that area it doesn't mean some people out there when they think about a blender they think as a blender was one guy or one girl or one blender foundation deciding what to to work on but many of the projects around blender they they're completely separate projects inside of blender so the fact that greece pencil is getting developed doesn't mean that a video sequencer is getting less developed the fact that the blender video sequence editor is getting updates recently doesn't mean that there is less people working on the texture node editor it's just different areas it's like like complaining to google that they are not working on on google search because they're working on android is like you know a separate server completely separate parts okay now i can't even see out the window because it's all white okay next a question also which section will have a major improvement after multi-threaded implemented maybe through vulcan yes yeah vulcan has supports multi-threaded so it's gonna be one big major improvement section um and also i think geometry knowledge could get improved and uh line art multi-threading that also is gonna speed things up hi paulo how are you doing i'm doing great is it planned because i don't have to go out is it planned to improve to improve property modifications and to multiple objects in a simple way i know the trick to press alt but it doesn't work in all cases and for example you cannot add a modifier to multiple objects at once yes i i i see what you mean the multi-object editing is one of the projects that it's see it's in the radar so there are plans to improve it not only in like these cases but also in the user interface so when you have multiple objects there is a task on developer i just don't remember which one like the name so multi object editing maybe like under that name yeah property editing there's a there are two tasks with the same name i know properties and property editing yes so there are for example the ui could look like this when you have multiple objects and they don't have the same value it could show like this and the editing should happen right away there is a task there discussions when you have multiple objects selected and the features don't match we could show or hide certain parts of the ui i think with the even the work that hans has been doing well he's done for search that you can hide certain parts of the ui it's gonna help this project as well so yeah there are designs so it's going to happen eventually not sure when but um that would be a good blender 3.0 3.1 feature what do you mean blender three that that sounds like blender three multi-object editing mother form says will blender get aces for a color management option i can't send to a farm to for work till it's available and i have to buy other softwares to push renders um there are implementations you can implement your own uh locally and if the farm yeah the farm should let you do that though it's fairly like um yeah most farms let you actually make these kind of changes but yeah i know it in the future might another breaking feature though so maybe it's a good chance for blender three thundu adrian says hi pablo did you know that blender is used in one of the main programs in the amazon original man in the high castles workflow well well well let me introduce you to blender.org slash about slash user stories and then wolf walkers game i lost my body amazing movie if you haven't seen it it's on netflix i watched it the other day with in is in french and i it's only available with dutch subtitles in the netherlands so it was quite a challenge but i enjoyed it quite some and at some point you're gonna see here visual effects for the man in the high castle uh oh the video is not available but um yeah there is an interview here there is a user story about it barnstorm so yes we are aware um have you spoken to the studio about what improvements do you think blender needs um they've been in touch with blender in the past so so yeah it's uh weren't they at the blender conference at some point even next question silas um hello what a weather change here in germany yeah right and now it's sunny last week we i think the week before we were with a teacher outside just some quick update questions have you asked shaq look about the rigid body changes for flexure modifier no i haven't and sebastian uh barshek baskis about the npm solo for mantaflo no i'm sorry i didn't uh you can poke them they're gonna hate me if i say that but yeah you can poke them maybe on um on the chat or maybe ask on left talk is that the place andre kling hello pablo i would like to ask if there are if there will be any training coming to the cloud by other contributors to the open movie for example the director of the new movie in this case his experience in storytelling would be awesome to share with the community or perhaps some course on art direction or directing in itself thank you love the show wow actually our direction will be pretty interesting we don't have that we have videos talking about the whole art direction but not like teaching our direction um i think nobody in the studio studied for being art director maybe andy but it's more like it just evolved i mean but yeah maybe from that point of views also it's also nice however um yeah the director i don't know if he's busy directing the film however however um in the cloud recently colin levy has been uh has been given feedback on for example here art review on the this is gold on the guys colin here um happy wednesday actually give me feedback on the agent 327 thanks for setting up this review folder if that makes sense so as is it well you know if you know colin worked at pixar for like four years um he directed sintel before pixar uh he's directed a short film sky watch that he's just killing it and they're going to have its own series i think if we can find a way to really pull back the amount of light really pull him in shadow a little bit um is it bam you got now a tip to take him down about darkening this he worked at the layout department at pixar so he knows what he's talking about he also gave feedback in other shorts in other shots and he also had tutorials on xinton but this is like 10 years ago however he is gonna give some feedback here 13 days ago there is a whole bunch of spoilers here so um yeah beware spoilers but colleen goes through the edit so through the film sprite fright as at its point in time and spots change mentions like one hour here talking about what to change 10 minutes 10 minutes 14 minutes should i show the spoiler spoiler uh no i'm not gonna show the spoiler this is cloud subscribers though um you should you should check it out this is just amazing there are um is a blog post i think coming talking about this edits um it's not there yet the blog post but the content is there so so yeah super exciting training regarding directing layout storytelling and that is something that you cannot get anywhere else right in the lender cloud let's continue okay it's uh kind of late so let's do five more questions um how many how late is it yes one hour the user hopefully i don't get banned three seven three five hello pablo is there any plans for the hair object type in 2021 yes there are there are plans curves to hair especially as it's highly requested by the community actually tomorrow we have a meeting about attribute edit mode painting which is kind of related with their with the rest but i would say 2021 is a year for everything notes so um we the project of geometry nodes is pretty much in good shape and ready to be moved into well actually it's it's over as a project of just the geometry nodes team now it's more of a module project so the entire module for nodes is taking care of the geometry nodes project then it would be a good opportunity in a few weeks maybe to switch gears to either collection notes or hair notes but the hair part needs it's a lot of design prior to that and curve support is coming soon by the way next question number four hi pablo when i append a collection from another file it doesn't remember the visibility setting is there a ways to fix this or is there a good reason why it behaves this way well it's the good reason or the reason it's that the visibility of a collection is local to the scene to the view layer actually so when you append it from another file the visibility all the properties for that collection uh depend on the view layer because in each view layer you can have different visibility for the collection so you have a character that only shows up in a certain view layer for example view layer slash render layer that is a reason the that the property is not part of the collection is part of the view layer that decides which collections to show the objects inside though that is that belongs to their collection to the objects question number three it's like nugget hey pablo tell me things about tool notes haha you probably have seen the sneak peek videos of tool notes well all i can say so i don't i don't spread fake news is that there is a concept going around of having tools like these guy tools like on the sidebar attached to a node so if this node well this one in particular now but let's say we have a node transform or mirror or mesh edge split i don't know any node or your own custom nodes can have a tool so the idea is that once you have this selected that you will see some kind of tool here widget that you can control in the viewport and stop having so much focus in here and do it more in here so the best of both worlds i think that will be really powerful that's going to be super cool extrude now yeah exactly like bruno says in the chat extrude could be a tool node both a node with a tool basically under the hood i think what you've seen it's a node that has a little bit of python attached to it that um that makes the widget show up number question number one i think or two two more thunder adrienne another question are there any plans uh to improve camera in blender and add focus features like the after effect what is the diopter effect ah the one where both things are in focus even things close and far away yeah you can do that i think with faking it with a with a with a lens um but yeah no i haven't seen uh in plans to improve that in particular i think the camera object is one of the most uh left behind objects uh like ever and there is a there is an add-on camera there camera rigs there is an add-on for camera rigs which adds a camera a list of camera rigs so you have dolly crane to the camera rig so maybe the uh the effect that you mentioned maybe could be part of this um but yeah the camera i think it needs some love like right now come on it looks like this the widgets are nowhere as cool as they could when you're in the view in the view you can't you should have more options here like yeah the controls here in the viewport like like like a camera like the one i'm using now it has a whole bunch of settings and controls around it overlays yeah um what else and i also think let me know what you think about it i always i always try to bring it up but i never get it uh i never made a proposal for it but i think the camera should always be accessible you should always have a button here like a context for the active camera always because it's like the world the world is always there the camera is always there you can't do a lot you can do a lot without a camera can be grayed out you can you cannot have a world but i think the camera should always be there because i i hate it when like if you have the camera that you make it unselectable because you don't want to mess up with the camera you have a rig if you link this rig and then you cannot access it because it's in post mode or it's not appended or linked whatever and then you can't choose select the camera you have to have a shortcut and then here i cannot select it to change the settings so the settings i have to look for it in the outliner select it and then select it and that is so annoying a camera is essential just as essential as the world it should always be accessible so i need to make a proposal for it because i keep complaining to myself to no one i just rant you know the the old man yells at cloud well so so yeah this is this is me basically uh old man yells at camera but i i i could make a proposal and maybe even get picked up but uh i never done it okay uh last question because i didn't manage i i forgot to scroll to the bottom to answer the ones that were firstly first asked so um i'm gonna answer nicholas because he made the blog post the the post so hi paulo unfortunately with a daily meeting at work calculus time i have struggled the white blender today live streams lately oh have you decided to stop making the quick two five two or five minute videos about him individual new features this could still be very useful for those of us who can't make it to the weekly appointment i will also have to watch your reply from the recorded stream because i have meetings at work at the time of the life i haven't like decided to stop making those videos it just happened um it just happened with it conflicts with other with other things i have to do for communication sometimes there is a release and then i stop doing everything else so i just yeah it's not really a decision per se it just happened i think i i stopped making them when i started working on geometry notes i think more because i have a meeting every day and then to work for that meeting sometimes or have to do blender.org or communication or live stream but it could be brought back i think more about individual new features what do you like the best i'll also like to hang out here and see the chat what people are doing but yeah what do you think [Music] i think we should cut it here because it's one hour five minutes and the longer it's this video the less people are gonna watch it so let's i can remove this let's uh hang out here for a bit how do you yeah people are actually sharing that they there's people making short blender updates but the problem with other people making updates is that not always they know if things are actually happening or it's just a test or just a demo and there's a lot of speculation with other channels which i can clear up because this is the official blender channel so that gives it an extra level of maybe credibility or like at least you can trust that is not just a video made to well we don't these videos are not monetized so we are not selling anything with these videos are not monetized no advertisement so it's just information on while other youtube channels maybe they're just making a video because they saw a prototype like the tool notes i saw it in one of those videos and uh and it was like the title of the video and it's like come on it's a prototype you should read the logs that is not really gonna happen now or for 2.93 it's just a prototype so yeah the disappointment has to be controlled the hype has to be controlled or not let's discuss that next week right same place same time but on monday back to regular schedule in five four three two one watch out your ear holes because it's coming [Music] it's been a pleasure i would be lying if i say that i didn't do this live stream because i wanted to hang out with you even on a tuesday i was really gonna do it next week but i kinda miss the interaction sounds a bit weird look down see you next week same place and time for blender today [Music] [Applause] you
Info
Channel: Blender
Views: 22,833
Rating: undefined out of 5
Keywords: blender, b3d, blender 3d, 2.8, 2.80, blender 2.8, blender foundation
Id: N9b1pMEYT2Q
Channel Id: undefined
Length: 64min 5sec (3845 seconds)
Published: Tue Apr 06 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.